New dark fantasy Christmas themed monsters. Part III – The Eaters

Eater (or Greencap). By dawnrazor.

Welcome to the 3rd post in this series. Today we take a look at the Eaters – Santa’s little terrible helpers:


Small Humanoid, Chaotic (CN), High Intelligence; Tribe (2d10)

HD: 1

AC: 12

ATK: 1 weapon (1d3 + special*) or bite (1d3 + special*)


SV: F12, R15, W14

XP/CL: 100/ CL 2
The Eaters are the Yule Demon’s little helpers, and they are the ones most often encountered when Sandy Claws comes to town. They are the ones kidnapping and molesting people in their homes, or leaving their disgusting ”gifts” at people’s doorsteps. Eaters attack with knife and fork and sometimes with spoons!

As they are in constant telepathic contact with the Demon at all times, they will obey its commands instantly.
Special Qualities: Immune to cold. Magic resistance 20%. Piranha attack*. Vulnerable to fire (takes double damage). Full move in the deepest of snow. Vulnerable to cinnamon, ginger and light (-2 to attacks). Cannot pass doorways with mistletoe.

Spells: 3/day – invisibility (broken if the Eater enters combat)

*Piranha attack– The Eaters attack in large numbers, and like piranhas, they can devour a creature in no time. For every successful Eater attack, the victim must roll a Fortitude save (LL: use Death/Poison save). If the save is successful, nothing happens (more than the loss of hp). If unsuccessful however, the defender also loses a point of constitution. This is to simulate that the Eaters are eating you alive! When CON reaches zero, you are utterly devoured…

Advanced Piranha Option:

This option is for…darker games! Basically, the more hp you lose in a combat round against the Eaters, the larger die you roll on the table below. If you use the advanced piranha attack, skip the basic one above.

•1-4 hp lost to Eaters in a combat round – roll 1d4 + number of hp lost

•5-9 hp lost to eaters in a combat round – roll 1d6 + number of hp lost

•10-15 hp lost to eaters in a combat round – roll 1d8 + number of hp lost

•Eater critical hit (natural 20) – roll a d10+ 2x number of hp lost

This damage can only be healed by powerful magic or a skilled surgeon (if such individuals exist in your campaign world).

d4/d6/d8/d10 roll Eater special damage
1 Finger lost- difficult to hold stuff
2 Toe lost – movement impaired
3 Nose lost – smell lost 
4 Ear lost – hearing worse
5 Rear body part lost – movement worse by 1 category
6 Hand lost – can’t hold stuff
7 Foot lost – movement impaired + can’t run
8 Eye lost – bad eyesight + -1 to hit
9 Lips lost – communication problems
10 Face chewed off! – see 3, 8, 9 + lose 1d4 CHA 
11 Ouch! Crotch gone! – see 5 + lose 1d6 extra hp + talk in a high-pitched voice… 
12+ Shshshshsh… I ate his liver with some Favabeans and a nice Chianti… Serious internal damage! Lose 1d8 extra damage, and be overcome by shock and disgust (unable to act for next round)

Example: Slobbo the Halfling is attacked by 5 Eaters. He is hit several times, and takes 6 hp damage in total this round. The GM rolls 1d6+6 and reads the result on the chart. The GM rolls a 3 so the total is 9. Slobbo’s lips are gone, and he can’t communicate properly. The consequences of the damage described in the table is decided by the GM. Maybe you role-play the situations, or maybe there are penalties to abilities. In that case Slobbo could lose 1d2 CHA or something along that line.

Stat conversions for other OSR-ish games:

Armor class (AC): S&W 7 [12]; LL 7
Move (MV): S&W 12’; LL 120’ (40’)
Save (SV): S&W 17; LL As Fighter 1

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